DBFZ/Adult Gohan/Frame Data

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System Data[edit]


Normal Attacks[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400*2 5*2 - B1, B2 Low, All - 6 3(5)3 11 -2 - - - - -
5LL 100*4 2*4 - B2 All - 9 1{(2)1}*3 17 -2 - - - - -
5LLL 1000 12 - B4 All U3+ 11 2 19 -5 - - - - -
5LL
Potential Unleashed
450 7 - B2 All - 7 6 20 -10 - - - - -
5LLL
Potential Unleashed
450 12 - B3 All - 6 2 20 -6 - - - - -
5LLLL
Potential Unleashed
450 7 - B2 All - 7 3 13 0 - - - - -
5LLLLL
Potential Unleashed
1000 7 - B4 All U3+ 11 2 19 -5 - - - - -
5M 700 7 - B2 All - 9 4 20 -8 - - - - -
5H 850 12 - B4 All U1 11 6 18 -8 - - - - -
5S 800 6 - P1 All - 17 3 26 +3 - - - - -
2L 500 7 - B1 All - 8 3 13 0 - - - - -
2M 700 7 - B2 Low - 12 6 17 -7 - - - - -
2H 850 12 - B4 All U1+ 14 3 29 -16 - - - - 4-16 Head
2S 600 12 - P1 All - 14 - Total 39 -4 - - - - -
6M 850 12 - B3 High - 24 6 4+6 after landing 0 - - - - -
3L
Potential Unleashed
80*4 2*4 - B2 All - 9 1{(2)1}*3 17 -2 - - - - -
3[L]
Potential Unleased
80*9 2*9 - B2 All - 9 1{(2)1}*8 17 -2 - - - - -
3H 700 7 - B4 All - 8 4 18 -6 - - - - 6-11 Head
j.L 400 5 - H1 High - 6 3 12 - - - - - -
j.M 700 7 - H2 High - 9 4 16 - - - - - -
5LLLLLLL 850 / 1000 12 - H3 High D3+ 11 3 21 - - - - - -
j.H 850 / 1000 12 - H3 High D1+ 11 3 21 - - - - - -
j.S 600 6 - P1 All - 12 - Total 41+5 after landing - - - - - -
j.2H 850 12 - H3 All U1+ 11 3 19 - - - - - -
j.2S - - - - - - 9 Until landing +9 after landing - - - - - -

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Jet Uppercut
236L 900 12 - B6 All - 9 8 33 -29 - - - - 1-16 Head
236M 600,800 6*2 - B5, B3 All U1 16 4(7)9 33 -30 - - - - 1-19 All
236M
Potential Unleashed
600,800 / 600,800,180*1~3 6*2 / 6*3~5 - B5, B3 All U1 16~18 4(7)9 33 -30 - - - - 1-19~21 All
236H 600,1000 -100 - B5, B3 All U1 9 4(7)10 36 -34 - - - - 1-12 All
236H
Potential Unleashed
600,1000 / 600,1000,180*1~7 -100 - B5, B3 All U1 9~13 4(7)10 36 -34 - - - - 1-12~16 All
Machine Gun Kick
j.236L 250*N 2*N - H1 All - 7 2{(3)2}*N 12 -4 - - - - -
j.236L
Potential Unleashed
250*N 2*N - H1 All - 7 1{(2)1}*N 12 -4 - - - - -
j.236M 250*N 2*N - H1 All - 13 2{(3)2}*N 12 -4 - - - - -
j.236M
Potential Unleashed
250*N 2*N - H1 All - 13 1{(2)1}*N 12 -4 - - - - -
j.236H 50*10 / 50*10,700 -50% - H2 All U1+ 11 2{(3)2}*9 12 +1 - - - - -
j.236H
Potential Unleashed
50*19 / 50*19,700 -50% - H2 All U1+ 11 1{(2)1}*18 13 +1 - - - - -
Ultimate Back Attack
214L 1000 12 - H3 High D1 24 8 11 -3 - - - - -
214L
Potential Unleashed
1000 12 - H3 High D1 24~32 8 11 -3 - - - - 8-12~21 All
214M 1100 12 - H3 High D1 28 8 11 -3 - - - - -
214M
Potential Unleashed
1100 12 - H3 High D1 28~36 8 11 -3 - - - - 6-11~18 All
214H 1200 -100 - H3 High D1 26 8 11 -3 - - - - -
214H
Potential Unleashed
1200 -100 - H3 High D1 26~34 8 11 -3 - - - - 6-11~18 All
j.214L 900 12 - H3 High D1 24 8 13 - - - - - -
j.214L
Potential Unleashed
900 12 - H3 High D1 24~32 8 11 -3 - - - - 8-12~21 All
j.214M 1000 12 - H3 High D1 28 8 13 - - - - - -
j.214M
Potential Unleashed
1000 12 - H3 High D1 28~36 8 11 -3 - - - - 6-11~18 All
j.214H 1100 -100 - H3 High D1 26 8 13 - - - - - -
j.214H
Potential Unleashed
1100 -100 - H3 High D1 26~34 8 11 -3 - - - - 6-11~18 All
Masenko
236S 262*5 2.4*5 - P2 All - 18 25 21 -16 - - - - -
236S
Potential Unleashed
262*7 2.4*7 - P2 All - 18 33 21 -16 - - - - -

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Jet Uppercut
800 0 - B6 All - 19 8 64 +29 - - - - 10-? Head
Assist B 150*7 - - - All - 35 21 - +40 - 40 - - -
Assist C 200*5, 400 - - - All - 35 25 - +30 - 30 - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Potential Unleashed
236LM
or 236HS (Level 1)
1600 -100 - P2 All UDV 9+3 10 44 -29 - 25 - - 9-16 All
236HS (Level 2) 1850 -200 - P2 All UDV 9+3 10 44 -29 - 25 - - 9-16 All
236HS (Level 3) 2100 -300 - P2 All UDV 9+3 10 44 -29 - 25 - - 9-16 All
236HS (Level 4) 2350 -400 - P2 All UDV 9+3 10 44 -29 - 25 - - 9-16 All
236HS (Level 5) 2600 -500 - P2 All UDV 9+3 10 44 -29 - 25 - - 9-16 All
236HS (Level 6) 2850 -600 - P2 All UDV 9+20 10 44 -29 - 25 - - 9-33 All
236HS (Level 7) 3100 -700 - P2 All UDV 9+38 10 44 -29 - 25 - - 9-51 All
Bros. Kamehameha
214LM
or 214HS
290*24 -300 - P3 All UDV 9+3 101 50 -34 - - - - 1-19 All

Z Combo Table[edit]

Level 0
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
5M - 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - 2S -
Level 1~6
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL - - - - Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L - 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - 2S -
Level 7
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL 2L, 3L 2M, 6M 5H, 2H 5S, 2S Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L 5L, 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 5L, 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M 5L, 2L, 3L 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H 5L, 2L, 3L 5M, 2M, 6M 2H, 3H 5S, 2S Sp
2H 5L, 2L, 3L 5M, 2M, 6M 5H, 3H 5S, 2S Sp
3H[5LLL] 5L, 2L, 3L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 2S Sp
2S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L j.M j.2H j.S, j.2S Sp
j.2H j.L j.M j.H j.S, j.2S Jump, Sp
j.S j.L j.M j.H, j.2H j.2S Sp
j.2S - - - 2S -
  • 5L and 2L can only be done a max of 2 times per string total
  • 5L and 5LL(Lv.0) are jump and Sp cancellable on each hit
  • 3L is cancellable on each hit
  • If 5LL(Lv.1+) can't come out, will perform 5LL(Lv.0) and then 5LLL(Lv.0)
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources[edit]

Turtleon's Frame Data

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Adult Gohan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc